N3OW_Western_eastern_europe/common/character_interactions/02_ep1_interactions.txt
2026-02-26 22:06:19 +00:00

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# Character Interactions for EP1
##################
# Fund someone's inspiration
# by Linnéa Thimrén
##################
fund_inspiration_interaction = {
icon = inspiration
interface_priority = 30
common_interaction = yes
category = interaction_category_vassal
desc = fund_inspiration_interaction_desc
is_shown = {
scope:recipient = {
is_ruler = no
inspiration ?= {
NOT = {
exists = inspiration_sponsor
}
}
}
scope:actor = {
any_courtier_or_guest = {
this = scope:recipient
}
}
}
is_highlighted = {
always = yes
}
is_valid_showing_failures_only = {
scope:recipient = {
is_physically_able = yes
is_ruler = no
trigger_if = {
limit = {
NOT = { is_courtier_of = scope:actor }
}
can_recruit_character_to_court_trigger = {
RECRUITER = scope:actor
RECRUITEE = scope:recipient
}
}
}
scope:actor = {
can_sponsor_inspiration = scope:recipient.inspiration
gold >= scope:recipient.inspiration.base_inspiration_gold_cost
}
}
on_accept = {
fund_inspiration_effect = yes
if = {
limit = { scope:recipient.inspiration = { has_inspiration_type = weapon_inspiration } }
custom_description_no_bullet = { text = weapon_inspiration_cost_tt }
}
else_if = {
limit = { scope:recipient.inspiration = { has_inspiration_type = armor_inspiration } }
custom_description_no_bullet = { text = armor_inspiration_cost_tt }
}
else_if = {
limit = { scope:recipient.inspiration = { has_inspiration_type = book_inspiration } }
custom_description_no_bullet = { text = book_inspiration_cost_tt }
}
else_if = {
limit = { scope:recipient.inspiration = { has_inspiration_type = weaver_inspiration } }
custom_description_no_bullet = { text = weaver_inspiration_cost_tt }
}
else_if = {
limit = { scope:recipient.inspiration = { has_inspiration_type = adventure_inspiration } }
custom_description_no_bullet = { text = adventure_inspiration_cost_tt }
}
else_if = {
limit = { scope:recipient.inspiration = { has_inspiration_type = artisan_inspiration } }
custom_description_no_bullet = { text = artisan_inspiration_cost_tt }
}
else_if = {
limit = { scope:recipient.inspiration = { has_inspiration_type = smith_inspiration } }
custom_description_no_bullet = { text = smith_inspiration_cost_tt }
}
else_if = {
limit = { scope:recipient.inspiration = { has_inspiration_type = alchemy_inspiration } }
custom_description_no_bullet = { text = alchemy_inspiration_cost_tt }
}
else_if = {
limit = { scope:recipient.inspiration = { has_inspiration_type = bow_inspiration } }
custom_description_no_bullet = { text = bow_inspiration_cost_tt }
}
# Add a flag on AI to have an extra cooldown of 3 years
if = {
limit = {
scope:actor = {
is_ai = yes
NOT = {
gold >= 1000
}
OR = {
short_term_gold < ai_inspiration_desired_gold_value
ai_greed >= 50
}
}
}
scope:actor = {
add_character_flag = {
flag = recently_fund_inspiration
years = 3
}
}
}
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = miniscule_unity_gain
DESC = clan_unity_inspo.desc
REVERSE_NON_HOUSE_TARGET = no
}
#Mandala Creation Aspect
scope:actor = {
if = {
limit = { government_has_flag = government_is_mandala }
increment_variable_effect = {
VAR = num_commissioned_artifacts
VAL = 1
}
}
}
}
auto_accept = {
custom_description = {
text = auto_accept_interaction_ai
object = scope:recipient
scope:recipient = {
is_ai = yes
}
}
}
ai_frequency_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 10
empire = 10
hegemony = 10
}
ai_targets = {
ai_recipients = guests
ai_recipients = courtiers
}
ai_target_quick_trigger = {
adult = yes
}
ai_potential = {
is_at_war = no
OR = {
has_royal_court = yes
OR = { government_has_flag = government_is_landless_adventurer government_has_flag = government_is_landless_minority }
}
gold > ai_inspiration_desired_gold_value
NOT = { has_character_flag = recently_fund_inspiration }
NOT = { has_variable = conqueror }
ai_should_focus_on_building_in_their_capital = no
}
ai_will_do = {
base = 100
modifier = { # Not as likely to fund inspirations if they already have some going (max three for very prestigious courts)
add = {
if = {
limit = {
highest_held_title_tier >= tier_empire
any_sponsored_inspiration = {
count >= 3
}
}
add = -50
}
else_if = {
limit = {
highest_held_title_tier >= tier_kingdom
any_sponsored_inspiration = {
count >= 2
}
}
add = -50
}
}
}
# Do not pointlessly fund inspirations you do not need
modifier = { # Weapons
factor = 0
scope:recipient.inspiration = {
has_inspiration_type = weapon_inspiration
}
OR = {
any_character_artifact = { # Has a fantastic item already
artifact_slot_type = primary_armament
rarity = illustrious
}
AND = { # Have a lot of artifacts already, and the inspired person isn't even very good
scope:recipient = {
weapon_inspiration_average_skill_value < 15
}
any_character_artifact = {
count >= 2
artifact_slot_type = primary_armament
}
}
}
}
modifier = { # Armor
factor = 0
scope:recipient.inspiration = {
has_inspiration_type = armor_inspiration
}
OR = {
any_character_artifact = { # Has a fantastic item already
artifact_slot_type = armor
rarity = illustrious
}
AND = { # Have a lot of artifacts already, and the inspired person isn't even very good
scope:recipient = {
armor_inspiration_average_skill_value < 15
}
any_character_artifact = {
count >= 2
artifact_slot_type = armor
}
}
}
}
modifier = { # Warlike AI's only sponsor if they've been at peace for a long time
factor = 0
ai_has_warlike_personality = yes
days_of_continuous_peace < 1825 # 5 years
}
modifier = { # Cautious AI's only sponsor if they feel safe enough
factor = 0
ai_has_cautious_personality = yes
war_chest_gold < cautious_ai_minimum_war_chest_gold
}
}
}
##################
# Indebt Guest
# by Ewan Cowhig Croft
##################
indebt_guest_interaction = {
icon = icon_hostile
interface_priority = 120
common_interaction = yes
ai_max_reply_days = 0
cooldown = { years = 5 }
category = interaction_category_hostile
ai_maybe = yes
desc = indebt_guest_interaction_desc
greeting = negative
pre_answer_maybe_key = ANSWER_MIGHT_SUCCEED
pre_answer_no_key = ANSWER_CANT_SUCCEED
pre_answer_yes_key = ANSWER_WILL_SUCCEED
pre_answer_maybe_breakdown_key = ANSWER_SUM_CHANCE
ai_potential = {
# Repeat some is_shown triggers for performance gains.
indebt_guest_interaction_basic_checks_trigger = { ACTOR = this }
}
is_shown = {
scope:actor != scope:recipient
# Repeat some ai_potential triggers for performance gains.
indebt_guest_interaction_basic_checks_trigger = { ACTOR = scope:actor }
# Scope:recipient must be a guest.
scope:recipient = { is_pool_guest_of = scope:actor }
}
is_valid_showing_failures_only = {
scope:actor = { is_imprisoned = no }
scope:actor = { is_commanding_army = no }
# Scope:actor can't have a hook of any kind on scope:recipient already.
NOT = {
scope:actor = { has_hook = scope:recipient }
}
# Scope:actor must be able to afford the cost of the decision going wrong.
scope:actor.court_grandeur_current >= indebt_guest_interaction_lost_test_grandeur_cost_value
}
can_send = {
scope:actor = {
custom_description = {
text = "character_interactions_hostile_actions_disabled_delay"
NOT = { has_character_flag = flag_hostile_actions_disabled_delay }
}
}
}
on_send = {
scope:actor = {
add_character_flag = {
flag = flag_hostile_actions_disabled_delay
days = 10
}
}
}
on_accept = {
scope:actor = {
# On accept, you gain a hook & lose some opinion.
## Which we only show as a tooltip for now, since it's applied in the event.
show_as_tooltip = { indebt_guest_interaction_accepted_effect = yes }
# Pop the event.
trigger_event = ep1_character_interaction.0001
# Reminder that you'll have a chance to direct where they go.
custom_tooltip = indebt_guest_interaction.tt.direct_indebted_guest
}
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = miniscule_unity_loss
DESC = clan_unity_indebt_guest.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
on_decline = {
# Send a toast.
scope:actor = {
send_interface_toast = {
type = event_toast_effect_bad
title = indebt_guest_interaction.tt.failure
left_icon = scope:recipient
# On decline, scope:recipient leaves your court...
scope:recipient = { select_and_move_to_pool_effect = yes }
# ... and you lose a bit of extra grandeur for your audacity.
change_current_court_grandeur = indebt_guest_interaction_lost_test_grandeur_cost_value
}
}
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = miniscule_unity_loss
DESC = clan_unity_indebt_guest_failure.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
auto_accept = no
ai_accept = {
base = 50
# Standard intrigue duel.
modifier = {
add = {
value = scope:actor.intrigue
multiply = 2
}
desc = INDEBT_GUEST_INTRIGUE_ACTOR
}
modifier = {
add = {
value = scope:recipient.intrigue
multiply = -1
}
desc = INDEBT_GUEST_INTRIGUE_RECIPIENT
}
# Weight it a bit more in your favour for every point of excess CGV you have.
modifier = {
add = scope:actor.current_cgv_above_expected_exact_value
desc = INDEBT_GUEST_CURRENT_CGV_ABOVE_EXPECTED
scope:actor.current_cgv_above_expected_exact_value >= 1
}
# Some traits may also affect the chances for scope:actor...
modifier = {
add = 10
scope:actor = { has_trait = schemer }
}
modifier = {
add = 10
scope:actor = { has_trait = education_intrigue }
}
modifier = {
add = 5
scope:actor = { has_trait = deceitful }
}
modifier = {
add = 5
scope:actor = { has_trait = vengeful }
}
modifier = {
add = -10
scope:actor = { has_trait = honest }
}
modifier = {
add = -5
scope:actor = { has_trait = forgiving }
}
# ... or else for scope:recipient.
modifier = {
add = -10
scope:recipient = { has_trait = schemer }
}
modifier = {
add = -5
scope:recipient = { has_trait = education_intrigue }
}
modifier = {
add = -5
scope:recipient = { has_trait = deceitful }
}
modifier = {
add = 10
scope:recipient = { has_trait = honest }
}
}
# AI
ai_targets = {
ai_recipients = guests
chance = 0.5
}
ai_frequency_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 10
empire = 10
hegemony = 10
}
ai_will_do = {
base = -100
# This is a silly way for the AI to spend its CGV, so we keep 'em off it most of the time.
# Unless they've got a scheme on the go at their nemesis' court...
modifier = {
add = 100
scope:actor = {
any_relation = { type = nemesis }
any_scheme = {
count >= 1
scheme_target_character = {
any_relation = {
type = nemesis
count >= 1
this = scope:actor
}
}
}
}
}
# ... *and* they're likely to win due to having higher intrigue, but without scope:recipient being too terrible.
modifier = {
add = 25
indebt_guest_interaction_get_intrigue_difference_value >= indebt_guest_interaction_likely_success_control_value
scope:recipient = { intrigue >= high_skill_rating }
}
modifier = {
add = 25
indebt_guest_interaction_get_intrigue_difference_value >= indebt_guest_interaction_likely_success_control_value
scope:recipient = { intrigue >= very_high_skill_rating }
}
modifier = {
add = 50
indebt_guest_interaction_get_intrigue_difference_value >= indebt_guest_interaction_likely_success_control_value
scope:recipient = { intrigue >= extremely_high_skill_rating }
}
}
}